This mod turns DooM^3 into Ultra-Violent Thinking Man's Shooter

Wikipedia states that:

Doom 3 (stylized as D00M^3) is a science fiction survival horror first-person shooter video game

With this mod, the above statement is true.

So, what this mod is all about?

1) This mod fully embraces how much DooM^3 is different from the other entries in the series.

It does not try to make it similar to other DooM games.

Its gameplay is exactly opposite to 2016 DooM's. In the best way possible. It's slow, tense and full of adrenaline.

2) This mod is all about tactics.

Whole game has been completely rebalanced. It’s challenging, but fair. You can survive everything as long as your strategy is sound. Your reflexes are as important as your planning.

3) This mod is all about immersion.

It changes and enhances hundreds of simple, yet often overlooked game mechanics. It extends survival horror elements of the game, making you just another Marine stuck on the shores of hell.

4) This mod is faithful to original iD’s design.

But it enhances it in quite a few ways; you're being rewarded for exploration, some pesky elements of the maps are more accessible, pick-ups conform to their visual design, and so on...

5) This mod is all about balance.

Every weapon serves its unique purpose. There are no weak or strong weapons. Some are more versatile than the others, some are more specialist, but using a wrong one in a wrong scenario means certain death, while using the right one in the right scenario means winning the battle without taking a scratch.

Every monster is deadly on its own. There are no weak or strong monsters. Some are more dangerous than the others, some are less, but meeting the wrong one in a wrong place means certain death, while paying attention to what are they up to means winning the battle without taking a scratch.


6) This mod is all about tech.

It uses fusion of Denton's Enhanced Doom3 (v2.02) ( Moddb.com ) Sikkmod 1.2 ( Moddb.com ) CED2011's Assets Pack ( Moddb.com ) and Perfected Doom 3 ( Moddb.com ) as a base.

While primarily an immersion mod and not a graphical one, it uses Redux’s ( Moddb.com ) textures and audiologs, Phrozo's ( Moddb.com ) particle effects, HD characters and assets, etc... You should not be disappointed with its looks.

Installation:

Extract zip archive to your Doom3 folder, and then either launch the game with

doom3.exe +set fs_game overthinked  

or choose it from "Mods" submenu in main menu.

Overthinked DooM^3 is single-player exclusive and it requires 1.3.1 version of the PC retail game to work. It should also work with the Steam version. It's incompatible with both the RoE campaign and the BFG edition.

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Happy surviving!
_________________

Note for folks having trouble with wide-screen monitors:

In the mod folder there's a file called autoexec.cfg
In this file you need to add following lines, edited accordingly to your configuration:

seta r_mode -1
seta r_aspectRatio 1 // (0 = 4:3, 1 = 16:9, 2 = 16:10)
seta r_customHeight 1080 // (Your screen height)
seta r_customWidth 1920 // (Your screen width)
 ---------------- 


KNOWN BUGS:

 1)

If you have distorted camera view, rename Doom3.exe to something else.


2) Game crashes from time to time when quick-loading. Nothing really game-breaking, but it's worth to now it.

3) Sometime monsters (especially Imps) stay suspended in the air after being hit with the plasma gun.

4) If your weapons are disabled after returning from hell, you'd need to quit the game and reload the auto save.

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Post article RSS Articles

New release today!

News 8 comments

Hi there!

OD3 v3 will be released today.

Testing process went smoother than expected and there are some nice little last-minute changes for you guys to enjoy.

I've tried to address as much of the legitimate criticism towards the previous release as possible, so in principle the gameplay should be much smoother and better balanced. Let me know what you think.

Cheers!

0x29a

Mod Features

Mod Features

News 14 comments

Overthinked DooM^3 v3 features list.

Run Doom 3 on a recent PC.

Run Doom 3 on a recent PC.

News 1 comment

Just one simple tip on how to run Doom3 on newer PC's (at all or without most issues) - with Windows 7, 8, 8.1 and 10.

Attaching lights to the weapons

Attaching lights to the weapons

Client Side Coding Tutorial 1 comment

Quick guide on using Denton's Enhanced DooM 3 light-attachment system, with Machinegun example.

Fusion SDK compilation tutorial

Fusion SDK compilation tutorial

Client Side Coding Tutorial

Get started with your mod! Overthinked DooM^3 SDK compilation instructions.

Add file RSS Files
Overthinked DooM^3

Overthinked DooM^3

Full Version 27 comments

Overthinked DooM^3, version 3. Have fun and good luck!

SoDOOManiac's Tweak Bundle for Overthinked Doom 3 + ANTI-TANK REVENANTS

SoDOOManiac's Tweak Bundle for Overthinked Doom 3 + ANTI-TANK REVENANTS

Patch

This tweak bundle includes: - WARNING: PERILOUS REVENANTS! - Fix for Soul Cube to kill Hell Knights at full health and balancing for bosses that the Cube...

SoDOOManiac's Tweak Bundle for Overthinked Doom 3, should belong here

SoDOOManiac's Tweak Bundle for Overthinked Doom 3, should belong here

Patch

This tweak bundle includes: - Fix for Soul Cube to kill Hell Knights at full health and balancing for bosses that the Cube can be used against; - Super...

Useful Super Shotgun & Soul Cube fix

Useful Super Shotgun & Soul Cube fix

Patch 7 comments

This patch addresses both remaining balance issues of OD3: 1) Soul Cube now kills Hell Knights at full health; 2) Super Shotgun pellet spread is reduced...

Basic bug fixes that alter the mod balance as little as possible

Basic bug fixes that alter the mod balance as little as possible

Patch 1 comment

OD3 has a clear balance bug: Soul Cube not killing Hell Knights at full health. Instakilling any non-boss enemy is Soul Cube's essential property, this...

Overthinked Reloading Mutators

Overthinked Reloading Mutators

Patch 7 comments

Three variants of reloading mechanics for the Overthinked DooM 3

Post comment Comments  (0 - 10 of 431)
Druidmancer
Druidmancer - - 22 comments

Are the lasersight weapons supposed to NOT hit where the laser is in hipfire? (except shotgun for obvious reasons lol)

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account9000
account9000 - - 1 comments

-Mod option doesn't show up in the main Doom 3 menu
-I can't get this working with Absolute HD
-I can't set a custom resolution of 3440x1440 or even 2560x1440
-The main menu is completely vanilla, which seems like it's not integrating any other mods, not that I can even add any because this mod ELIMINATES the Mod option from the main menu.
-I can run Absolute HD mod by itself and even Doom 3 vanilla and the Mod Main Menu selection shows up.

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punk0x29a Creator
punk0x29a - - 618 comments

Hi there,
Yeah, unfortunately I never had time to add HD menu and there was practically no demand for it back in a day, as everyone seemed to be comfortable with just editing config files... Hopefully someone would be able to do it.

Cheers!

Reply Good karma+1 vote
Guest
Guest - - 688,627 comments

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Guest
Guest - - 688,627 comments

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Guest
Guest - - 688,627 comments

I have to ask, who was the comical genius that decided lasersights completely tank the accuracy on both the MG-88 AND the shotgun?

How does a laser sight INCREASE SPREAD on a SHOTGUN SHELL ???

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SoDOOManiac
SoDOOManiac - - 184 comments

What do you mean tank the accuracy? Improve or deteriotate it?
I will look into that if the shotgun pellet spread changes depending on the active attachment.

For MG-88 the laser sight is IMO the best option, letting the player do without ironsights and preserving fire rate unlike the flashlight.

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pkxetcnjsftazhwmfl
pkxetcnjsftazhwmfl - - 3 comments

Having the laser on makes guns inaccurate. I can sit on one end of a hall with the shotgun or the SMG and laser on and just coat the entire wall with pellets. Turning the flashlight on makes it tighter. It makes no sense.

I don't see a difference between smg firerate with or without flashlight/laser. It turns into burstfire with all attachments disabled. Firerate stays the same.

Plasma rifle crashes game if you try to shoot after reloading a save where you had it equipped. I don't understand.

Chaingun's melee is WAY too short and does 0 damage, meanwhile I can slap people with the shotgun from the other side of a hall.

This is with the latest version.
Please explain how you get these results?

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SoDOOManiac
SoDOOManiac - - 184 comments

I think this behaviour is controlled in zDefScript.pk4. I'll fix what I can.

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Guest
Guest - - 688,627 comments

The sound effects are so loud, even with the volume off the 'can't reload', SMG and shotgun firing noises blow out my ears :<

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SoDOOManiac
SoDOOManiac - - 184 comments

The shorter the barrel, the louder the shot is IRL

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Guest
Guest - - 688,627 comments

There's no excuse for the sounds to be completely over the top on normalization versus the other sounds in the game.

This 'shorter barrel = loud' is a non-excuse, it doesn't even relate to the issue, the issue is that the sounds are disproportionally too loud versus the rest of the game, to the point we're talking the shotgun sounding like a needle dropping, and the pistol error noise sounding like an atomic bomb dropping.

I modified the sound definition files to bring the pda beep noise, the SMG firing sound down, and the SSG noise up, so that they are all normalized to the same level as the rest of the game. I suggest you do the same.

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SoDOOManiac
SoDOOManiac - - 184 comments

Could you please upload the files where you normalized the volume of sounds to Google Drive? I'll include them in my fix bundle and credit you.

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